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Messages - computernerd92708

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Unitydude - great find on the threshold.  It appears that Unity scales the keyboard axis increments based on the timeScale, so it would take a VERY long time to reach 0.75f at a timeScale of 0.001f.

Keeping it at 0 for keyboard input makes the UI much more snappy and fun to use IMO.  You might want to make it default Aren, or user configurable.

The startsSelected issue is still outstanding.

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Oh, this is with 3.9.7.

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Thanks for the tips Aren.

I'm still having a few issues with this.  When I set the timeScale to 0.001f, keyboard axis input is still not recognized.

My second issue is that startsSelected does not work when using the Keyboard (and having the Mouse enabled in the camera event listener). I need this enabled in my Conversation dialog by default.

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NGUI 3 Support / Re: Colliders issue on Build & Run
« on: September 04, 2015, 12:19:00 AM »
Testing various combinations of Unity and NGUI.

Unity version 4.6.8f1 NGUI version 3.9.2, 2D: Same problem.

Unity version 4.6.8f1 NGUI version 3.9.2, 3D: Same problem.

Unity version 4.6.8f1 NGUI version (unsure, it is dated 5-1-14), 2D: Same problem.

Unity version 4.6.8f1 NGUI version (unsure, it is dated 5-1-14), 2D: Same problem.

This is across two different computers, one running Windows 7, the other Windows 8.1.

I'm going to try an old version of Unity with my old version of NGUI.

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NGUI 3 Support / Re: Colliders issue on Build & Run
« on: September 03, 2015, 09:19:35 PM »
Switching to 3D mode did not fix it.  Attempting on Unity 4.6.8 - will take a bit, need to download it.

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NGUI 3 Support / Re: Ngui Button collider problem
« on: September 03, 2015, 05:03:37 AM »
This is the same issue I am having.  I posted a video of it on Youtube (in the thread I created).  Reproduced it in the simplest way possible.

I did what was suggested here (switch to highest possible resolution), and that fixed the colliders.  But... there is no way my Surface 3 can support my game at 1920x1280 :(

I cannot even test my game...

And there is no way I am going to require every player to use only the highest resolution possible on their machine.

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NGUI 3 Support / Re: Colliders issue on Build & Run
« on: September 03, 2015, 04:13:18 AM »
Oh and to add, "Raycasts hit Triggers" is set for both Physics and Physics 2D.

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NGUI 3 Support / Colliders issue on Build & Run
« on: September 03, 2015, 04:09:46 AM »
In Play mode in the Editor, everything is fine.

When I do a Build & Run, all of the colliders are offset.  This is even evident in the examples.

I have created a video describing my issue:
https://youtu.be/ofWnZzKtr98


Thanks in advance for the help!

Brian

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